slipgate.org

:: OpenBSD

:: Ports

:: OpenBSD Ports

Here is a small collection of OpenBSD ports that I have gathered/created.
These were not originally meant for official use, just to make for easier
reinstallation at later dates. However, rather than just keep them to myself,
I decided to share them in case they are of any use for anyone else.

Please note that not EVERYTHING here was 100% created by me, some were
pulled from ports systems of other BSDs and some are just quick updates to
existing efforts by porters. I have tried to make note of these exceptions
where applicable.

:: Games

BSP is a portable nodes builder for Doom. A nodes builder is needed for
creating your own PWADs, for example after you create a map with
games/yadex, before it can be played, you must build the nodes in the
PWAD so that the Doom engine of your choice can properly load your new
level.

Chocolate Doom is a portable branch of the classic doom.exe experience
from the days of DOS. The author, Simon Howard, has worked to insure
Chocolate Doom, which is nothing more than a directly modified version
of the released iD Software source code, has zero changes that affect
gameplay, look, or feel, and also re-created a DOS-like setup program to
configure the game much like the original setup.exe. The project also
maintains versions of the engine for Heretic, Hexen, and Strife.
Chocolate Doom provides:
chocolate-doom - the Doom executable
chocolate-doom-setup - the Doom setup executable
chocolate-heretic - the Heretic executable
chocolate-heretic-setup - the Heretic setup executable
chocolate-hexen - the Hexen executable
chocolate-hexen-setup - the Hexen setup executable
chocolate-strife - the Strife executable
chocolate-strife-setup - the Strife setup executable
chocolate-server - server for up to 4-player net games
Due to the port re-implementing the original games as closely as
possible, all original game PWADs and demos work flawlessly. Other
original features include a PC-speaker driver, just like the DOS
PC-speaker driver, and a working -left and -right network command
parameter system for the 'surround display' setup that was
obtainable with the original DOS executables over an IPX network.
Check the chocolate-*(6) manpages for additional information.

Sat Jan 12 23:10:33 PST 2013 :: port based off dengold, this is the newer version currently being released and is working on having SDL completely replaced by QT for input, drawing, etc. This builds just fine however I have yet to figure out why the program never thinks games are installed. not sure if its a shared library issue or not, would love some assistance if anyone is curious about this!

From the SourceForge project page description:
A Windows/Unix/Mac OS X game engine for 2.5d first person shooters
such as DOOM, Heretic and Hexen. Lets you enjoy the original games
using modern technology e.g. OpenGL, 3D models, unlimited framerate,
high-resolution graphics, simulated radiosity.
To use this engine you will need an original IWAD from either Doom,
Ultimate Doom, Doom II, Final Doom, Heretic, or Hexen.

notes

::

Sat Jan 12 23:08:55 PST 2013 :: moved to dengold, this package still works and the new version does not, so I'm keeping this around for now
Thu Nov 10 18:46:35 PST 2011 :: moved 1.8.6 to 'attic', updated to a git snapshot of 1.9.7 in their repositories. also removed deng-beta port that was also listed here in lieu of the 'stable' 1.8.6, as both the original 'stable' and the beta6.9 aren't as stable as the build right out of git repo. only tested on i386, 64bit testers welcome on this one for sure!
Thu Aug 5 09:43:12 PDT 2010 :: BROKEN- no-longer builds on -CURRENT after gcc upgrade
Sat Sep 20 22:20:12 PDT 2008 :: initial revision- fresh port

DeuTex is a wad composer for Doom, Heretic, Hexen and Strife. It can be
used to extract the lumps of a wad and save them as individual files.
Conversely, it can also build a wad from separate files. When extracting
a lump to a file, it does not just copy the raw data, it converts it to
an appropriate format (such as PPM for graphics, Sun audio for samples,
etc.). Conversely, when it reads files for inclusion in pwads, it does
the necessary conversions (for example, from PPM to Doom picture
format). In addition, DeuTex has functions such as merging wads, etc. If
you're doing any wad hacking beyond level editing, DeuTex is a must.

Doom 64 EX is a recreation of the Nintendo(TM) 64 game Doom 64,
originally created by Midway. It uses the Doom source code as
its base, adding functionality expected from a game on a PC such
as mouse-look, high-resolution and colour-depth output, and the
ability to create custom Doom 64 mods.

notes

::

Thu Aug 16 03:19:33 PDT 2012 :: not the first time i've ported this, but first time port has been complete with required tool. also a real release, so not based on svn snapshot (though i do need to beg the author to put a source file on sf.net)

Icculus.org's branch of the Duke Nukem 3D source code will enable you
to play the classic shoot'em'up in all of its glory, provided you have
the original game data (duke3d.grp, game.con, defs.con, user.con)

notes

::

Sat Mar 19 03:23:34 PDT 2011 :: very basic port of icculus.org's effort on the duke3d source code. this builds a `duke3d' binary for you; you have to provide your own game files. run the duke3d binary from within the directory containing game data. there is also a known issue with regards to the timing of the game, on i386 the game appears to be running in slow motion (but not lag as if it was using up all the cpu!) in fact, cpu usage usually sits rather low. any help on this matter would be wonderful.

name

::

eduke32

!

::

Official port found on
ports.su. The information here is for
historical purposes only.

Sat Jan 12 23:25:44 PST 2013 :: this was imported to main ports tree last year, refer to there on this one now.
Wed Apr 4 17:19:10 PDT 2012 :: updated to revision 2394, more attention from ports@, looking for import once confirmed stable
Wed May 25 11:02:48 PDT 2011 :: updated with Antti Harri and Brynet's exiting work, thanks Brynet for submitting many patches to upstream eduke32 to make our port much simpler. this update also includes BUILD_DEPENDS on devel/nasm for i386 only, and an additional patch to make the port respect our CC and CXX. finally the port also now installs shareware data to and uses ${LOCALBASE}/share/duke3d
Sat May 21 04:05:55 PDT 2011 :: initial revision- fresh port

An advanced Doom engine, featuring the EDF definition format for
advanced editing, ACS scripting, portals, rewritten menu and renderer,
and more. A very nice example of the capabilities of this engine is
the vaprdemo mod, available at:
http://eternity.mancubus.net/vaprdemo.zip (requires Doom II IWAD)

notes

::

Sat Jan 12 23:36:50 PST 2013 :: as with other doom ports here, this has been kept up-to-date, also has received some special attention from the author as our mmap helped uncover an off-by-one bug in the renderer.
Wed Apr 4 17:20:02 PDT 2012 :: updated to latest version at some point, runs good with current as of today
Tue Nov 1 23:47:40 PDT 2011 :: Initial port; not submitted. Thanks to Quasar` for help around build issues.

Eureka is a Doom level (wad) editor for Unix systems running X. It is
originally derived from the Yadex editor, in turn based on the DOS editor,
DEU 5.21. It uses the FLTK toolkit.
Eureka supports Doom alpha, Doom beta, Doom, Ultimate Doom, Doom II,
Final Doom, and Heretic. There is also limited support for Hexen and Strife.

glBSP is a node builder specially designed for OpenGL ports of the DOOM
game engine. It adheres to the "GL-Nodes Specification", which means
it adds some new special lumps to a WAD file that makes it easy and fast
for an OpenGL DOOM engine to compute the polygons needed for drawing the
levels.

Tue Jan 15 16:41:26 PST 2013 :: sometime last year (march?) i stole patches for the qvm stuff from the openarena port and found that the game ran waaaay faster since then. this also marks the point where ioquake3 can run urbanterror 4.1 to be playable!
Wed May 25 11:15:33 PDT 2011 :: updated to new LIB_DEPENDS at some point, today also modified Makefile patch and DEFAULT_BASEDIR to use ${LOCALBASE}/share/quake3 instead of ${LOCALBASE}/share/games/quake3
Thu Aug 19 23:46:44 PDT 2010 :: synced patches to reality with
openarena, added snd_sndio.c by Jacob Meuser, resubmit to ports@
Thu May 7 22:29:11 PDT 2009 :: initial revision- based off openarena
porting effort

Odamex is a client/server multiplayer Doom engine. Odamex offers new
multiplayer modes not previously available in Doom, such as team-based
and capture the flag modes. The included odalaunch program will allow
a player to find dozens of servers of all game types.

notes

::

Sat Apr 27 14:27:19 PDT 2013 :: update to 0.6.3. there is a bug drawing wall textures on i386, but the problem doesn't exist on amd64. currently investigating.
Sat Jan 12 23:33:08 PST 2013 :: this has been kept in sync with mainline releases, but now updated to 0.6.2. this release marks reduction of patches to 1, and when I mentioned this on the project irc channel it sounds like it will get added.
Wed Apr 4 17:21:16 PDT 2012 :: updated to 0.5.6 week of release, has been working great and still works as of this day -current
Sun Aug 21 13:01:24 PDT 2011 :: update to odamex 0.5.4, builds, packages, runs good @i386
Sat Jun 25 15:00:10 PST 2011 :: update to odamex 0.5.3, fix D_AddSearchDir to refer to our proper location for datafiles
Sun Jan 16 15:56:50 PST 2011 :: update to odamex 0.5.1, update port to new WANTLIB and LIB_DEPENDS style. submitted to ports@
Sun Dec 27 09:49:46 PST 2009 :: update to odamex 0.4.4
Mon Mar 16 21:40:10 PDT 2009 :: initial revision- fresh port

name

::

prboom-plus

!

::

Official port found on
ports.su. The information here is for
historical purposes only.

TyrQuake is meant to be a fairly conservative branch of the Quake
source code. It's intended to support Quake and Quakeworld in both
software and GL versions, as well as the Quakeworld Server. The
intent is not to change the look and feel by adding rendering
enhancements, but rather to fix bugs and add other minor enhancements.

Tue Jan 15 18:20:27 PST 2013 :: fixed build problem, found i was trying to make the game respect globally installed data files. for now it builds and works when the game is run from the directory with the hexen2 data1/ directory.
Tue Jan 15 17:55:01 PST 2013 :: initial revision long ago; built and packaged when lasted updated in september of last year, now build breaks. hopefully quick fix, as this otherwise ran great on i386. not yet submitted to ports@

Thu Jan 24 03:45:07 PST 2013 :: original port made in 2008, it was quickly accepted to the official ports tree from another ports committer. added here (again?) as it has been updated, patch sent to ports@ and awaiting OKs. the update waned for years because i seem to recall having some strange issue with newer versions years ago, but now it seems to work just great.

Wolf4SDL is a portable version of id Software's Spear of Destiny. The
actual gameplay has been retained to feel just like the original, with
minimal added features. The OPL2 emulator from MAME has been implimented
to supply perfect playback of the original adlib sounds, so you can
play and hear all the sounds and music as if you had a top of the line
machine in 1992 with all the right hardware. Original data files from
the original game are required, the following version:
Spear of Destiny Full and Mission Disks
is required to play. the data files do need to be readable and writable
by the user that wants to play, and the user should run the game while
inside the directory that contains the data files. The game writes to
the config.sod file, and will also output the savegamx.sod files for
each savegame to the current directory. NOTE: there is a copy
protection quiz when you start this game, it requires you have your
original game manual handy to pass the quiz. If you have misplaced the
manual you may either guess, or start the game as follows:
$ spear --goodtimes

Wolf4SDL is a portable version of id Software's Wolfenstein 3D. The
actual gameplay has been retained to feel just like the original, with
minimal added features. The OPL2 emulator from MAME has been implimented
to supply perfect playback of the original adlib sounds, so you can
play and hear all the sounds and music as if you had a top of the line
machine in 1992 with all the right hardware. Original data files from
the original game are required, the following version:
Wolf3d Full v1.4 GT/ID/Activision
is required to play. the data files do need to be readable and writable
by the user that wants to play, and the user should run the game while
inside the directory that contains the data files. The game writes to
the config.wl6 file, and will also output the savegamx.wl6 files for
each savegame to the current directory.

Yadex is a Doom level (wad) editor for Unix systems running X. It is
originally derived from the DOS editor, DEU 5.21. Yadex supports Doom
alpha, Doom beta, Doom, Ultimate Doom, Doom II, Final Doom, and
Heretic. There is also limited support for Hexen and Strife.

ZDoom is an enhanced port of the official DOOM source code.
This version is the 'openal' branch that doesn't
require the closed source FMOD audio library.

notes

::

Sun Jan 13 06:50:10 PST 2013 :: i realized i didn't comment the absurd patches i put in place to make this 'work'. i have commented all patches, but i don't remember what they all were for yet. will update as i figure that out, and of course anyone with a proper clue is more than welcome to tell me whats what.
Sun Jan 13 06:37:13 PST 2013 :: not the initial port by a long shot. tried getting this working for years now. first time it builds AND runs AND has sound AND doesn't -immediately- crash. crashes on exit. config file writing doesn't work, reading does. this has lots of hammers used to get the build to complete, as well as an interesting amount of patchwork on the most recent svn snapshot on the openal branch. this means a custom tarball from most recent svn, PLUS patches from the zdoom.org forum from the guy that started the openal branch (but seems to not have access to actually update anything in the repo).